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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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About satchmo

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  1. Makes sense alright. Thanks again.
  2. Ah, awesome, thanks guys. That's good to know about UpdateSubResource() copying the data into the command buffer. You say it's not a good thing because of the extra copying that would be required, right? So take this example: I have 1000 identical objects that all need unique values in their constant buffer. If I understand correctly, it would be just fine for me to create just one constant buffer for all of them to share, and use map/discard to update the constant buffer before each draw call. Is there any advantage to creating 1000 constant buffers and each object getting a unique one?
  3. I'm trying to determine the use cases for Map/Unmap versus UpdateSubResource when it comes to updating constant buffers. I know there have been a few different threads around this topic, but none of them have really satisfactorily answered the question. Here's how I understand Map() and UpdateSubResource() - someone please correct me if I'm wrong about something:[list] [*][b]Map()[/b]: You get a pointer directly to the driver's memory for that resource. You can write directly to it without incurring any other system memory copies, possibly causing a stall if you use _DISCARD while the resource is in use by the GPU and the driver runs out of temporary buffers. Good for gathering inputs from various memory locations and writing directly into the buffer without incurring any other extra copy. [*][b]UpdateSubResource()[/b]: Copies the whole structure from an area of system memory to the driver's memory for that resource. Useful when you already have a copy of the buffer in memory already. [/list] So based on this understanding, I have a few questions:[list=1] [*]What's the general limit of temporary buffers that are used when using _DISCARD with [b]Map()[/b]? Tens? Hundreds? I assume it's different per driver, but would like at least some general guidelines. [*]What happens when you use [b]UpdateSubResource()[/b] and the resource is being used by the GPU? Is it subject to the same process of using temporary buffers and possibly stalling if the drivers runs out of temporary buffers? Take an example of five objects drawn one after another, using the same shared constant buffer, and the constant buffer needs to be updated for each object. Using [b]Map()[/b] for each constant buffer update, every update after the first one will cause the driver to use a temporary buffer, as the previous one will not have been used yet. What will happen when using [b]UpdateSubResource() [/b]in this case? [*]How is it advantageous to use one over the other? Is it purely how much data is being moved around? As far as I can tell, the same amount of memory is being copied around no matter which method you use - but I suspect I'm missing something here. [/list]
  4. I'm looking for a way to retrieve the shader entry point function name of a pass, via either the Effects framework or the shader reflection interface, but I'm not having any luck. For example, given this technique and pass: [code]technique11 dx11test { pass p0 { SetVertexShader(CompileShader(vs_5_0, vertsh())); SetPixelShader(CompileShader(ps_5_0, pixsh())); } }[/code] ... I want to find out in code what the entry point for the vertex shader of pass 'p0' is (it should return "vertsh"). I've had a good look through the reflection and effects interfaces, but no luck. Does anyone know if this information is available anywhere?